YesNoOk
avatar

Clone's in specials (Read 1423 times)

Started by Narok, December 23, 2007, 01:40:17 pm
Share this topic:
Clone's in specials
#1  December 23, 2007, 01:40:17 pm
  • avatar
i've created a special move for "one character". But when I use it in game - there is a clone in top appearing. Here is a code:
;--------------------------------------------------------------------------------------------------
[Statedef 9499]
type = S
physics = S
movetype = A
anim=9499
poweradd=0
ctrl=0

[State 9494, 0]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "special"
postype = p1
pos = 0,-40
stateno = 9501
ownpal = 1
id = 9501
keyctrl = 0
persistent = 1
pausemovetime = 9999


[State 9499, 1]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------------------
[Statedef 3000]
type = S
physics = S
movetype = A
poweradd=20
ctrl=0
anim=3000



[State pal,bg]
type = playsnd
triggerall=time=1
trigger1 = palno=2
trigger2 = palno=4
trigger3 = palno=6
value=197,1

[State pal,bg]
type = playsnd
triggerall=time=1
trigger1 = palno=1
trigger2 = palno=3
trigger3 = palno=5
value=197,0
ignorehitpause = 1


[State 9501, 2]
type = SprPriority
trigger1 =time=0
value = 3




[State 9501, 3]
type = reversaldef
trigger1=1
p1stateno=3001
reversal.attr = SA,NA,SA

[State 9501, 3]
type = changestate
trigger1= time=50
value=0
ctrl=1

;--------------------------------------------------------------------------------------------------
[Statedef 3001]
type = S
physics = S
movetype = A
poweradd=20
ctrl=0
anim=3001

[State 9501, 2]
type = stopsnd
trigger1 =time=0
channel=0


[State pal,bg]
type = playsnd
triggerall=time=1
trigger1 = palno=2
trigger2 = palno=4
trigger3 = palno=6
value=195,1

[State pal,bg]
type = playsnd
triggerall=time=1
trigger1 = palno=1
trigger2 = palno=3
trigger3 = palno=5
value=195,0
ignorehitpause = 1



[State 9501, 2]
type = SprPriority
trigger1 =time=0
value = 2


[State 9494, 0]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "tentacul"
postype = p1
pos = 0,20
stateno = 3002
ownpal = 1
id = 3002
keyctrl = 0
persistent = 1
pausemovetime = 9999

[State 9501, 3]
type = changestate
trigger1= time=50
value=0
ctrl=1

;--------------------------------------------------------------------------------------------------
[Statedef 3002]
type = S
physics = S
movetype = A
poweradd=20
ctrl=0
anim=2100
[State xxx, gatchan gila]
Type =assertspecial
trigger1 = 1
flag=nojugglecheck



[State 9501, 2]
type = SprPriority
trigger1 =1
value = 5
[State 2000, 7]
type = posset
trigger1 = time=0
Y=0

[state 6970, 0]
type = HitDef
trigger1 = animelem=1
trigger2=animelem=2
priority = 4, Hit         
attr = A, SA
animtype = medium
air.animtype = medium
ground.type=low
damage =5
pausetime =15,15
guard.pausetime =10,10
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.velocity = -15
air.velocity = 0,-2
guard.velocity = -3
airguard.velocity = 0, -2
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
sparkxy =30,-20
hitsound =2,8
guardsound = 0, 13
sparkno =S3600
guard.sparkno = 30001
getpower =0
GivePower =10
fall = 0
air.fall = 1


[state 6970, 0]
type = HitDef
trigger1 = animelem=3
trigger2=animelem=4
priority = 4, Hit         
attr = A, SA
animtype = medium
air.animtype = medium
ground.type=low
damage =10
pausetime =15,15
guard.pausetime =10,10
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.velocity = -15
air.velocity = 0,-2
guard.velocity = -3
airguard.velocity = 0, -2
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
sparkxy =50,-20
hitsound =2,9
guardsound = 0, 13
sparkno =S3600
guard.sparkno = 30001
getpower =0
GivePower =10
fall = 0
air.fall = 1

[state 6970, 0]
type = HitDef
trigger1 = animelem=6
priority = 4, Hit         
attr = A, SA
animtype = medium
air.animtype = medium
ground.type=low
damage =10
pausetime =15,15
guard.pausetime =10,10
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.velocity =4,-6
air.velocity = 0,-2
guard.velocity = -3
airguard.velocity = 0, -2
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
sparkxy =50,-20
hitsound =2,10
guardsound = 0, 13
sparkno =S3600
guard.sparkno = 30001
getpower =0
GivePower =10
fall = 1
air.fall = 1
[state 6970, 0]
type = HitDef
trigger1 = animelem=7
priority = 4, Hit         
attr = A, SA
animtype = medium
air.animtype = medium
ground.type=low
damage =10
pausetime =15,15
guard.pausetime =10,10
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.velocity =4,-6
air.velocity =5,0
guard.velocity = -3
airguard.velocity = 0, -2
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
sparkxy =50,-60
hitsound =2,10
guardsound = 0, 13
sparkno =S3600
guard.sparkno = 30001
getpower =0
GivePower =10
fall = 1
air.fall = 1



[State 9501, 3]
type = destroyself
trigger1= animtime=0
value=0
ctrl=1


;--------------------------------------------------------------------------------------------------
[Statedef 9501]
type = S
physics = S
movetype = A
poweradd=0
ctrl=0
[State 9501, 1]
type = velset
trigger1 = 1
X=5


  [State 0, HitOverride]
type = HitOverride
trigger1 =1
attr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9502
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 9501, 1]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim !=9500 && Anim !=9511
trigger2 = Anim =9511 && AnimTime = 0
value = 9500

[State 9501, 2]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 9510 && Anim != 9511
trigger2 = Anim = 9511 && AnimTime = 0
value = 9510



[State 9501, 2]
type = SprPriority
trigger1 =time=0
value = 4

[State 800, 1]
type = HitDef
trigger1 = time=0
attr = S, NT
hitflag = M
priority = 1
pausetime = 0,10
snap = 0, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 9504
p2stateno =9505
p2getp1state = 1
hitsound = S5,9
fall = 1
fall.recover = 0





;--------------------------------------------------------------------------------------------------
[Statedef 9503]
type = S
physics = S
movetype = A
poweradd=0
ctrl=0
anim=9500
[State 9501, 1]
type = velset
trigger1 = 1
X=5

  [State 0, HitOverride]
type = HitOverride
trigger1 =1
attr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9502
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA
slot = 0
stateno =9502
time =-1
forceair = 0


[State 800, 1]
type = HitDef
trigger1 = time=0
attr = S, NT
hitflag = M
priority = 1
pausetime = 0,10
snap = 0, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 9504
p2stateno =9505
p2getp1state = 1
hitsound = S5,9
fall = 1
fall.recover = 0





;--------------------------------------------------------------------------------------------------
[Statedef 9504]
type = S
physics = S
movetype = A
poweradd=0
ctrl=0
anim=9504
SprPriority=5
velset=0,0


[State 810, 1]
type = targetbind
trigger1 = animelem=1
pos=0,0



[State 810, 1]
type = explod
trigger1 = time=1
postype=p1
removetime=60
anim=6666
bindtime=-1
SprPriority=4

[State 810, 1]
type = explod
trigger1 = time=1
postype=p1
removetime=60
anim=6667
bindtime=-1
SprPriority=4



[State 810, 1]
type = targetlifeadd
trigger1 = animelem=2
value=-5

[State 9501, 2]
type = SprPriority
trigger1 =time=0
value = 4

[State 9501, 2]
type = changestate
trigger1 =time=60
value=9506

;--------------------------------------------------------------------------------------------------
[Statedef 9506]
type = S
physics = S
movetype = A
poweradd=0
ctrl=0
anim=9501
SprPriority=5
velset=0,0

[State 9501, 1]
type = velset
trigger1 = 1
X=5
Y=-6


  [State 0, HitOverride]
type = HitOverride
trigger1 =1
attr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9502
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 9501, 2]
type = destroyself
trigger1 = screenpos Y >240



;----------------------------------------------------
[Statedef 9505]
type    = A
movetype=A
physics = N
ctrl = 0
velset=0,0

[State 805, 1]
type = ChangeAnim2
trigger1 = time = 0
value =9505

[State 805, 1]
type =playsnd
trigger1 = animelem=3
value = F4,9


[State 805, 1]
type = lifeadd
trigger1 = animelem=4
value=10
[State 805, 0]
type = ScreenBound
trigger1 = 1
value   = 0
movecamera = 0,0



[State 805, 5]
type = selfstate
trigger1 = Time =60
value = 5070




;--------------------------------------------------------------------------------------------------
[Statedef 9502]
type = S
physics = S
movetype = A
poweradd=0
ctrl=0
anim=9503
velset=-5,-3

[State 9502, 3]
type = destroyself
trigger1=animtime=0
Re: Clone's in specials
#2  December 23, 2007, 07:23:03 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Move this topic to creation help section. ;)

You can also use the "mcode" tags for more conviniency.
I'm too lazy ATM to check the code.
Re: Clone's in specials
#3  December 25, 2007, 05:50:34 pm
  • **
you need to add a destroyself on the statedef of the helper